The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 5: | Line 5: | ||
==Hidden Weapon Effects== |
==Hidden Weapon Effects== |
||
− | *Flash Grenades disrupt health regeneration and slows the target's movement speed, allowing for you to easily kill |
+ | *Flash Grenades disrupt health regeneration and slows the target's movement speed, allowing for you to easily kill enjured foes. It even disrupts the health regeneration, slows movement, disrupts radar, and blinds any and all nearby allies. Offline they also increase the damage targets take by a large factor. |
− | *The Phase Rifle's tuned in shot penetrates |
+ | *The Phase Rifle's tuned in shot penetrates AEGIS Device shields. It also goes through infinite walls as long as they are 10 or less meters apart from the previous wall, regardless of the Phase Rifle Penetration upgrade. |
⚫ | |||
− | ** The Phase Rifle is capable of tuning in TPC mines and deployed Widowmaker Turrets, but they are not visible through the scope. |
||
− | ** Exploit: As long as the Phase Rifle is tuned in on a target, whether or not he/she/it can be targeted without breaking the tune-in, a shot fired will still pass through walls. This allows players to shoot targets without seeing them through a wall, including players using the Stealth (Primary) upgrade. |
||
⚫ | |||
*The AEGIS Device's shield applies a +150% bonus damage to some caught projectiles. ([http://conduit.wikia.com/wiki/AEGIS_Device#Mass_the_Shield_can_hold Full list]) |
*The AEGIS Device's shield applies a +150% bonus damage to some caught projectiles. ([http://conduit.wikia.com/wiki/AEGIS_Device#Mass_the_Shield_can_hold Full list]) |
||
− | *The Carbonizer can change modes while firing |
+ | *The Carbonizer can change modes while firing, change from alternate to primary while shooting for a burst of higher than normal movement speed. |
*The Carbonizer can extinguish any radiation grenade. |
*The Carbonizer can extinguish any radiation grenade. |
||
− | *The Shrieker detonates all of the user's guided shots when you switch weapons. C<span style="font-style: normal; ">aught Shrieker rounds in the AEGIS Device shield can also be detonated by the holder of the AEGIS Device. However, both only apply online.</span> |
+ | *The Shrieker detonates all of the user's guided shots when you switch weapons, use this to your advantage. C<span style="font-style: normal; ">aught Shrieker rounds in the AEGIS Device shield can also be detonated by the holder of the AEGIS Device. However, both only apply online.</span> |
*Exploit: The AEGIS Device can shoot most projectiles through walls if the user's shield is inside a wall. This is how players can survive a grenade in their shield. |
*Exploit: The AEGIS Device can shoot most projectiles through walls if the user's shield is inside a wall. This is how players can survive a grenade in their shield. |
||
+ | *The AEGIS Device can catch Frag Grenades that are on the ground, this can save your life in a close call. |
||
− | ** Exceptions to this include: TPCs, Frag Grenades, and Radiation Grenades. |
||
− | *The AEGIS Device can |
+ | *Exploit: The AEGIS Device can create "Super Grenades" by throwing Frag Grenades into a corner then picking it up with the AEGIS Device and repeating, it requires Capacitor (Primary) however. |
+ | **Super Grenades are invisible to other players and can be very destructive to an enemy team. |
||
− | * The AEGIS Device is capable of launching Frag Grenades further than they can normally be thrown. |
||
+ | *Exploit: The AEGIS Device can get the "Shielded" medal by holding a x20 Super Grenade in a wall, then having someone shoot your shield. |
||
− | ** Exploit: Grenades thrown can only be seen by the thrower/launcher and the catcher. Because of this, throwing and subsequently catching your Frag grenade can be used to turn it invisible to all other players. |
||
+ | **Warning: You will not see any ammo placed in your shield during this, as well as ammo you shoot back will be instantly deleted. You need to beware of grenades placed in your shield because they still hurt you when detonated inside your shield. |
||
− | ** The AEGIS Device can create "Super Grenades" by throwing Frag Grenades then picking them up with the AEGIS Device and repeating. Capacitor (Primary), a wall, and a decent amount of time are required to repeat the process of launch, throw then capture. This can be repeated until the AEGIS Device's mass is filled with the 20th grenade. All grenades afterward that would increase above 20 will simply be deleted. |
||
+ | **Other players cannot see the grenades in your shield at this time, be careful. |
||
− | *** Once the 20x grenade detonates (assuming the user has not died or released the shield), one of two things will happen. There is no known way to trigger one effect over the over, however it is believed that if a player (other than the user) observes the shield as the frags detonate, then the second effect is more likely. |
||
+ | **Be sure to choose a double sided wall, or else you could die. |
||
− | ***# All players will see the shield as dropped, and the game treats it as such. Exactly as if the mass were filled, even though there technically is not currently any mass stored. |
||
⚫ | |||
− | ***# The user will see the shield as dropped, but the other players will see it as up, without any objects in it. The game now treats the shield as if it had no objects in it, and will continue to catch objects until its mass is filled once again. The user will not see, nor be able to use any new objects added to the shield. Radiation Grenades caught, though invisible to the user, will continue to pulse damage normally, and Frag grenades will continue to detonate over time, both able to damage and kill the user. If the shield's mass is filled up the second time, it will stop catching new objects, but the shield will continue to stay up and block objects. If the shield is released, instead of firing out all the projectiles like normal, all objects in the shield will simply be deleted. |
||
− | ** |
+ | **This effect is only known to be fixed by restarting the Wii console. |
⚫ | |||
⚫ | |||
⚫ | |||
− | **While the effect doesn't occur every time the alternate fire is used, frequent use causes it to become more likely to occur. |
||
⚫ | |||
− | ** This effect is only known to be reliably fixed by restarting the Wii console. |
||
− | ** In some cases it has been reported that the effect disappears after repeated use of the alternate fire or Phase Rifle's scope. It has also been reported that the effect fades away on its own the 2nd time a player returns to the lobby afterward. |
||
⚫ | |||
− | ** Although it costs a large amount of ammo to use, it can be used to place TPC mines in otherwise impossible locations that a player may be likely to travel. |
||
⚫ | |||
− | ** There is also no way to know if this bug has happened, but the effect disappears after the pulsing mine has been destroyed. |
||
⚫ | |||
*Exploit: Sometimes when there is a lot of lag, Widowmaker Turrets will not die on everyones screen but the user's. It will not do anything but provide a surface as if it were still there. Players that don't see it there still see your shots pass through it, the only exception is TPC Mines. |
*Exploit: Sometimes when there is a lot of lag, Widowmaker Turrets will not die on everyones screen but the user's. It will not do anything but provide a surface as if it were still there. Players that don't see it there still see your shots pass through it, the only exception is TPC Mines. |
||
+ | **This can be used to "Fake-out" players by shooting a SMAW Rocket through it. However, there is no known method to trigger it. |
||
− | *If a Hive Cannon Lure is shot off-map, all of the user's subsequent Hive Cannon shots will fall straight down until another lure is shot or the current |
+ | *If a Hive Cannon Lure is shot off-map, all of the user's subsequent Hive Cannon shots will fall straight down until another lure is shot or the current oned is retracted. |
− | *Exploit: If you pick up a Widowmaker Turret as it is dying, it will "Clone" the Widowmaker Turret |
+ | *Exploit: If you pick up a Widowmaker Turret as it is dying, it will "Clone" the Widowmaker Turret. |
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
*Widowmaker Turrets die from one melee to the front, or three to the back. Turret has roughly 660 health from energy shots, however true health and damage resistances are unknown. |
*Widowmaker Turrets die from one melee to the front, or three to the back. Turret has roughly 660 health from energy shots, however true health and damage resistances are unknown. |
||
⚫ | |||
− | * A Widowmaker Turret will instantly die if it is within the blast of a flash grenade, regardless of which direction it is facing. |
||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
*Exploit: Darkstar charges delete any Radiation Grenades that impact on them, but they can carry already impacted Radiation Grenades and Frag Grenades. This can be used to steal kills by throwing them just right to kill trapped enemies in another player's charge. It can also be used to move Radiation Grenade barriers that are often set by players attempting to heal. |
*Exploit: Darkstar charges delete any Radiation Grenades that impact on them, but they can carry already impacted Radiation Grenades and Frag Grenades. This can be used to steal kills by throwing them just right to kill trapped enemies in another player's charge. It can also be used to move Radiation Grenade barriers that are often set by players attempting to heal. |
||
− | *Radiation Grenades fired from an AEGIS Device's shield do not stick directly on players, instead as much as 15m away |
+ | *Radiation Grenades fired from an AEGIS Device's shield do not stick directly on players, instead as much as 15m away. It also deals 45 (Splash) base damage to enemies near the grenade itself |
− | **Exploit: If done to an ally you can have them turn correctly allowing you to "Cook" enemies through walls. |
+ | **Exploit: If done to an ally you can have them turn correctly allowing you to "Cook" enemies through walls and ANY wall on the game. |
− | *Darkstar charges don't |
+ | *Darkstar charges don't suicide on team games and don't kill allies, making a Level 3 Charge an effective "Shield" to the user and allies. |
*Darkstar charges don't kill Widowmaker Turrets. |
*Darkstar charges don't kill Widowmaker Turrets. |
||
==Hidden Upgrade Effects== |
==Hidden Upgrade Effects== |
||
− | * |
+ | *Phaze Rifle Specialization makes the user constantly on Radar. |
⚫ | |||
− | * Health from Radiation Grenades effected by Reverse Damage is not treated as health regeneration by the game, and is thus not increased by Mending, or cancelled by attacks from other players. It does however trigger health regeneration immediately after healing the player, which can be affected by other means normally. |
||
⚫ | |||
− | ** Remember Radiation Grenades are also subject to the AEGIS Device's bonus, giving grenades caught by this method an increased rate of healing. Stacking if the thrower also had energy-increasing upgrades and/or the Damage Control Point. |
||
⚫ | |||
*Bomb Bag and Reverse Damage both allow you to get an extra Grenade from Field Medicine revives. Reverse Damage forces you to get Radiation Grenade from Field Medicine revives and does not stack with Bomb Bag. |
*Bomb Bag and Reverse Damage both allow you to get an extra Grenade from Field Medicine revives. Reverse Damage forces you to get Radiation Grenade from Field Medicine revives and does not stack with Bomb Bag. |
||
+ | *Essence Salvage gets delayed by Blinding Powder kills, but doubles heal rate when it starts. |
||
− | *Blinding Powder delays health regeneration until the blinding effect wears off, and then health can regenerate normally. |
||
⚫ | |||
− | ** This includes the effects of Essence Salvage. |
||
⚫ | |||
⚫ | |||
⚫ | |||
*AEGIS Device Specialization only keeps the shield up, it does not allow for extra mass to be carried. |
*AEGIS Device Specialization only keeps the shield up, it does not allow for extra mass to be carried. |
||
**It does this by changing max mass to 101 instead of 100, with normal rules still applied. |
**It does this by changing max mass to 101 instead of 100, with normal rules still applied. |
||
− | *There is a "Switch Loadouts" button in the pause menu online, but it only switches Suit Upgrades. If you put Armory (Primary) on the loadout you spawn with then switch to another loadout |
+ | *There is a "Switch Loadouts" button in the pause menu online, but it only switches Suit Upgrades. If you put Armory (Primary) on the loadout you spawn with then switch to another loadout you can have 2 primary weapons without directly having Armory on the loadout you are using. |
− | **This can also be done with Bomb Bag, Ammo Belt, and Reverse Damage |
+ | **This can also be done with Bomb Bag, Ammo Belt, and Reverse Damage. |
**Note: While this can give you an edge in multiplayer, it is also risky as it consumes an extra Loudout and thus removing adaptability. |
**Note: While this can give you an edge in multiplayer, it is also risky as it consumes an extra Loudout and thus removing adaptability. |
||
*Explosive Focus decreases damage taken from the HVS45 just like it would any explosive. This includes headshots. |
*Explosive Focus decreases damage taken from the HVS45 just like it would any explosive. This includes headshots. |
||
+ | **Supposedly also from the SPAS 12, but has not been disconfirmed through testing. |
||
− | *The Damage Control Point increases damage from everything by 13%, including |
+ | *The Damage Control Point increases damage from everything by 13%, including Grenades, SMAW shots, Melees/Backstabs, and caught things in the AEGIS Device (AEGIS Rule still applies). |
− | ** This is the only known method of increasing the damage of "pure" explosive weapons. |
||
− | *The Health Control Point has no confirmed bonuses, but is believed to increase health regeneration speed. |
+ | *The Health Control Point has no confirmed bonuses, but is believed to increase health regeneration speed. It does not directly balance out the Damage Control Point though, do not take them for equals. |
− | *Speed Control Point increases movement speed by approximately 25 units (same units as in custom games) |
+ | *Speed Control Point increases movement speed by approximately 25 units (same units as in custom games). |